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screenshots/: the game list, the send screen during and after an upload and its page in a browser, the DOOM II title, MAP01 and shooting the first zombies, taken on the console. Testing the send screen with a browser and the 643 MB collection 7Z found two faults. The body was written as recv handed it over, about 20 KB per write, and writes to /app0 cost more the larger the file: the upload fell to 0.4 MB/s past 400 MB (1.6 ms per write at first, 47 ms past 480 MB). It now writes whole 256 KB chunks, which stay at 4 ms each; the whole 7Z arrived at 11 MB/s and its games were added 8 s later. Leaving the screen during an upload froze the game until the upload ended, because the stop was only checked when recv timed out; it is now checked before every recv, and the partial file is deleted. console_test.py launches through the PS5Upload helper when the Payload Manager's port is dead after rest mode. TODO: an unreproduced crash on The Ultimate DOOM's attract demos, games already installed counted as added, and the page's status waiting for a running upload.
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TODO
Add-ons (PWADs)
The launcher only starts the main games; add-on WADs are refused by the importer and the send screen. What the 2024 re-release add-ons contain (checked 2026-10-04):
| WAD | Maps | Needs beyond loading the file |
|---|---|---|
nerve.wad (No Rest for the Living) |
MAP01-09, DOOM II format | UMAPINFO: level names, music, intermission pictures, MAP08 ends the game, secret exit to MAP09 |
masterlevels.wad (Master Levels) |
MAP01-21 | UMAPINFO as above plus its own skies (SKYM1...); its new textures (PNAMES, TEXTURE1, patches) replace the IWAD's the vanilla way |
sigil.wad (SIGIL) |
E5M1-9 | UMAPINFO, episode 5 (menu entry M_EPI5, SKY5, intermission), DEHACKED (par times only) |
sigil2.wad (SIGIL II) |
E6M1-9 | As SIGIL for episode 6, plus its own flats (a second F_START block, which id's engine cannot merge: it only sees the last block) and Boom's ANIMATED/SWITCHES |
id1.wad (Legacy of Rust) |
MAP01-16 | The id24 spec: a 63 KB DEHACKED with new things, DECOHACK, SBARDEF, SKYDEFS, new sprites and flats, id24res.wad; in effect a modern engine |
Loading itself exists: id's -file still works. Order of work:
- Pick an add-on in the launcher under its game and start it with
-file; accept PWADs in the importer and the send screen into their own folder; give each add-on its own saves. - A
UMAPINFOreader (level names, music, skies, progression, intermission and end screens, episode entries). Covers No Rest for the Living and the Master Levels, and is the base for SIGIL and for community WADs that shipUMAPINFO. - Episodes 5 and 6 for SIGIL and SIGIL II; flat merging and
ANIMATED/SWITCHESfor SIGIL II. - Legacy of Rust and most community WADs (Boom, MBF21,
DEHACKED) need far more than id's engine: decide between extending it and moving the game core to a modern port (for example DSDA-Doom or Woof!) behind our PS5 layer.
Found in console testing (2026-10-06)
- A crash on the console with no trace: The Ultimate DOOM (the 2024
doom.wad) on its attract demos with the main menu open, within a second after frame 3300 (about 95 s after the launcher). ShadowMountPlus saw an exception stop (flags=0x008a4102);doom.logends at the capture of frame 3300, and the kernel log's crash lines were read past before they were kept. The same run again went 9000 frames without a crash, and the PC build (with AddressSanitizer, with and without audio) plays the same demos cleanly. Keep a kernel log recording during console runs (klogsrv, or polling the helper's/api/ps5/klog) to catch the next one. - Games already installed count as added: sending the collection 7Z again reports "Added DOOM.WAD DOOM2.WAD PLUTONIA.WAD TNT.WAD" and the game list "Added 5 games" when nothing new arrived. Report only new games, and name them by title.
- The page's On the console list waits for a running upload (the server takes one request at a time), so a WAD added before a long archive shows up only after the archive is sent.